Eddy Wang
Skarlet scientist
Hat Trick needs to be buffed so all these traps becomes real techs instead of gimmicks so he can establish a far more interesting viable mix-up game and having advantage for having the hat on parts of the screen that actually makes him fully vulnerable but if read correctly also rewards him with damage.
General juggle difference changed, now characters who are hit by any launcher in the game when crouching floats at the same height as standing.
- D1 7 frames
- S1 7 frames
- F1 is now a overhead.
- F23 gap removed.
- F21d1 -6 on block.
- Slighly fast walkback and forward speed.
- Better hitbox on (212) parts of the 11 string to prevent whiffing and random armoring in between
- Better hitbox on (4) from 11212 string to prevent people fuzzy whiffing when blocking it
- S4~away trap~F23 should've link.
- B2~away trap~44 should've link.
- (Hatless) 11212~Call back(any direction not connecting the hat before the char recovers)~44 or anything equal or under the same startup should've link as one combo
- Call back when comming out of a teleport
- (Hatless) DU2, should have less air restriction, and far less recovery on hit, it has a insane amount of drop factor included.
- DU3, should've been an overhead also on its way up and should've combo
- DU+Block(hold) should have additional commands to come out away or in the same place by holding F or B.
- Callback should've been -5 on block not only KL can punish it, everyone else can just touch us after blocking our safe option 10/10 with not much counter to it.
- Remove the gap of hatarang or give him less recovery when thrown.
- Revert back the early ability to use a trap when hatarang is used and the hat is 1 frame away to fully respawn.
- Slightly less recovery when call back is done in air.
- 2 meterless dive kicks in same combo.
- If his pressure game can't be made a bit plus to people respect his options when canceling into traps, give him armor on HCB, it won't be plus but people will fear poking the shit out of every damn trap we cancel to stay safe, besides, only one trap is safe, which can also be thrown out of it.
- Above trap, either remove this useless trap, there isn't much use for it on the current state, or make it better, by:
- Call Back from it should've been a overhead
- Call back from above trap trajectory tracks the feet if the stance button is held.
- Giving additional spots to place the above trap, like in front of him by holding F after DD2 where he can actually control the air flow prevent people to jump at him, and bait run ins, or behind him by holding B after DD2 so he can actually trap people out with a mixup on a knockdown game.
Its not too much to ask lord Colt. Trust me, i'm on your side.
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